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Boundless News

Roadmap: Guilds, Hunter, Body Paint and more!



Boundless since launch:

Since launch we’ve been focused on delivering updates to Boundless every 2 weeks. The main focus has been on improving stability and performance of the game clients and server. We’ve also got back into the process of releasing versions to Testing so that players have a chance to scrutinise updates, offer feedback and report issues before they’re released to Live.

Given that Boundless is a live universe we didn’t want to follow the standard model of delivering bigger updates every 3+ months. The aim of updating every 2 weeks is to make sure that Boundless is always improving. We think that a constant stream of quality and features is a much more suited to Boundless. There will be a natural cycle where some updates will focus on quality and the next may contain a bundles of features.

In between focusing on quality we’ve also found time to start expanding the game. We’ve released an initial set of props to decorate your builds with the first table and chair models and expanded the range of signs. We’ve also put in place a system for timed events that was used for Halloween. The first event was an experiment and we’re planning to build bigger events with more variety in the future. Based on community feedback we’re also going to push the events more into the Boundless universe whilst still being inspired by the real world.

Boundless balance:

Balancing Boundless has been a big challenge. Many features are configured to embrace the sandbox nature of Boundless, and this means that systems can often be quite open ended. We can’t predict exactly what players will discover about how the sandbox can be manipulated. Watching players counteract creatures by manipulating the sandbox is particularly satisfying as it rewards players who experiment with tactics. But there are also times where we’ve realised that there have been mistakes and issues with the systems that we’ve concluded risk seriously unbalancing the game. Ultimately we want players to be rewarded for following many different paths. If the unbalanced systems are left unchecked then we risk losing the sense of freedom that we believe makes Boundless unique.

We’ve definitely learned that we need to bring everyone with us when working on the balance. No one likes surprise updates that change the balance without warning. We’re trying to share more details on the forum and requesting feedback before we commit changes to the releases. The simple idea is that if the majority of the community agrees that a particular area is under or overpowered, then they’ll be onboard when the changes land. We also need to be careful about making changes that could dramatically change the balance of the game. A safer strategy is to make a collection of small steps rather than dramatic changes - focusing on evolution, not revolution.

What’s in development?

Whilst we still have a big focus on improving the quality of the core game, we have already started working on new features and we’d like to share a few details here. Feature development can often take more time that you might expect so we have a few things going on in parallel.

Body Paints: We’ve been working on a set of Body Paints to give everyone more options to customise the look of their characters. In the past we called these tattoos but this makes them sound like a permanently part of your character’s setup. We’ve switched over to body paints because you can freely switch between them as you can for your masks. (We also wanted to avoid any issues with game ratings.)

Guilds: The biggest feature currently in development is a new Guild system. The aim is to create a system for everyone and not just the hardcore players. This includes a new set of controls for managing the guild’s privileges and factions. You’ll be able to align or control beacons directly from your guild. This will allow players to group together to form a guild and align it with their settlement. As the settlements change your settlement and guild with continue to maintain its identity. The collective endeavour of your guild is rewarded with a new set of buffs affecting everyone. Expect more guild details in the future once it takes more shape.

Winter Event: We have a Winter Event coming that will run for a couple of weeks up to New Year. The Halloween event was based on gathering and this event will be focused on combat. More details closer to the event launch.

Hunter: She’s coming. Prowling up on you. The Hunter’s AI is in development and she’ll be unlike any of the other creatures already in the game. Tap-tap-tap. Tap-tap-tap.

Messaging: To support the guilds we’re also working on a significant messaging expansion. Players in a guild need a channel to communicate when they’re scattered across the known universe. The system will also support (if configured) messages reaching out of the game via email so that you can respond to messages when you’re outside of the game, desperate to get back in again.

When?

Keep an eye for announcement posts of features going to Testing. These features are already in development.

What’s coming next?

There is a long list of features that are all jostling for attention. After the guilds our current thinking will be a Boundless version of Farming. Don’t expect carrots and cabbages. We’re exploring ideas that bend farming into something that complements the Boundless universe and unlocks new sandbox options.

Of course, this is very much just the beginning of our plans for Boundless. We’ve got plenty of features planned for the future, and your feedback will be invaluable as we continue active development of the game. We love talking with our players on the forums and social channels, so don’t be shy about championing the features you want to see in the future of Boundless.

Release 205: Atlases++ and Signs++!

This update is accessible via the "Live" release of Boundless on Steam.

Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it's unlikely you'll get the latest version.



Overview:
  • Equipped Atlases will now update a loaded resource map instantly when the world changes.
  • Wood, Metal and Gleam Signs.
  • Mid-game Silver-Gold-Titanium balance pass to create a smoother progression from Iron via alloys to Gem.


Release 205:


Art + Animation + Assets:
  • Additional Sign types - Wood, Metal, Gleam.
  • Metal and Gleam sign text is emissive.
  • Sign text will automatically switch to lighter if the sign tint is too dark.
  • Signs within a beacon owned by a Gleam Club members can now have coloured text.


Crafting + Resources + Equipment:

Release 203: Bomb Augments!

Call that a Bomb? This is a Bomb!

This release introduces brand new Bomb Augments which can be used to increase a number of different stats on your Bombs. Each augment will have three tiers increasing in power/effectiveness from 1 to 3; don't forget to skill yourself up on Augment crafting so you can make the top tiers.

Damage Bomb Augment
Increases the damage of your Bombs.
  • Augment 1 +200
  • Augment 2 +400
  • Augment 3 +800
Critical Effect Bomb Augment
Increases the damage of critical hits, particularly useful on bombs with a high critical hit chance.
  • Augment 1 +5%
  • Augment 2 +10%
  • Augment 3 +20%
Projectile Speed Bomb Augment
Increases the speed of the projectile, super handy if (like me) you struggle to hit creatures with bombs.
  • Augment 1 +5m/s
  • Augment 2 +10m/s
  • Augment 3 +20m/s
Area of Effect Bomb Augment
Increases the blast radius of your bombs.
  • Augment 1 +0.5m
  • Augment 2 +1m
  • Augment 3 +1.5m


Release Notes:


Crafting + Resources + Equipment:
  • To encourage the crafting of more Revive Augments, the Revive Augment no longer requires Augment skill points to craft, we also removed the Power Requirement and increased the amount created when crafting.
  • Added placement with rotation to beacon controls and campfires. They can also be rotated with a chisel now.
  • Improved inventory quick moves to try and keep smart stacks with matching items. It prioritises item types first and then item colours.
  • Inventory quick move now highlights the destination item slot. This should help early players to understand smart stacks and generally help players to know where items have moved to.
  • Chisels will now also ray-test against Lock blocks as well as an upcoming new block-type that like locks, can be placed on walls. This allows the chisel to rotate these blocks even when on walls so that they do not have to always be pointing up.
  • Added fast-paths for rotating blocks using a chisel (including the new behaviour on lock blocks) so that they rotate without waiting for a meshing delta. This fast path was originally only used for doors.


Creatures + Combat + Characters:
  • Added circle on a PS4 controller to detach the oldest grapple.
  • Added more warning before starvation status begins. Starvation bar now pulses purple when the player is close to starvation.
  • Increased the pulse speed for the icon over players heads when they are on very low health to make it more obvious.
  • Added creatures on compass as yellow when they target other players. This should make finding hidden creatures during a meteorite easier.
  • Added creatures on compass now show a brief pulse when they target you to make it clearer you are about to be attacked.
  • The crosshair now shows when grapples are in range of their target. If you have 2 grapples it always shows the longer range grapple. When one grapple is attached it shows you the range of the other.
  • Bomb Augments have been added to the game, and come in three levels which require Augment skills to craft (in a similar fashion to Slingbow Augments).
    • Damage Bomb Augment
    • Critical Effect Bomb Augment
    • Projectile Speed Bomb Augment
    • Area of Effect Bomb Augment
  • Slingbow Augments have been increased to 125 shots (up from 20) to make them more viable as an option to increase hunter proficiency.


GUI + HUD:
  • Added support for middle mouse button and the forward/back mouse buttons on some gaming mice to the controls in the settings screen.
  • Press tab to open chat options while chatting.
  • Close emote selection window during emotes so you can see the character animate.
  • Improved settings button colours to make left/right clearer.
  • Move some left-over debug-text that could pop-up in corner of screen on PC to the player-debug menu under Warnings. Failed to load and retried chunks the main one.
  • Updated the profanity filter to ignore a collection of false positives based on community generated content. Please report any other text that is or isn't getting filtered incorrectly.
  • Added drop key to the GUI item prompts.
  • Add "Current Settlement" to the places menu to show information about the settlement you are stood in even if not tracked due to owning a beacon within it.
  • Don't try to show settlement rank for a friend's beacon you've added to your list which usually didn't work correctly and would show "Outside Settlement" instead.


SFX + Music:
  • Weather SFX improvements and additions:
    • Hail
    • Snow
    • Corrosive rain
    • Freeze rain
    • Toxic rain
  • Made the number of voices consistent for all platforms.


Engine:
  • Added PlayStation 4 support for multiline text input. This enables multiline support for signs.
  • Optimise the PlayStation 4 chunk cache to greatly reduce CPU cost when the cache grows large.
  • Optimise meshing performance on PlayStation 4 by ~20%.


Bug fixes:

Fix bug where in rare cases player data could get reverted to a previous state.
Fixed icons over players heads not clamping to the top of the screen for dead players or players on low health.
Fix for creatures HUD info sometimes not showing during a meteorite.
Fix tool failed block damage audio not being positional.
Fix atmosphere audio not resetting on return to Sanctum.
Fix for help text on some screens overflowing its background.
Fix for top/bottom recipe flashing white for 1 frame when scrolling through the recipe list.
Fix for sometimes getting stuck on a screen (when switching filters) with no directional d-pad input highlighting a button.
Fix a graphical issue when placing and modifying machine pipes, which would lead to an individual pipe not being visible properly, and occasionally for the links between pipes to not display properly whilst building the pipes.
Fixed chat colours not working between users with different language settings.
Fixed a server crash when breaking a particular arrangement of locked (text-assigned) and non-locked modular signs of the same type and colour.
Fixed an issue causing the additional-text on signs for non-owners to not show correctly in most cases.
Fix to Flower placement giving infinite XP.
Resolved an issue where some cached data specific to a character was not cleared on character change that could occasionally lead to the warps out of the sanctum failing to open correctly requiring a client restart.
Fixed an issue in the chunk-cache writing entries whilst saturated.
Fixed a rare crash in the backend data management of Atlas/Planets-in-sky resources that could occur in areas with many atlases from different worlds visible whilst moving around quickly.
Fixed an issue in block-lighting where non-torch light sources had their radius reduced artificially, warning that this will subtly change the feel of builds that use large numbers of say gleam or lantern blocks as the radius of the blocks' lighting will be slightly increased now, this also resolved an issue where very-low radius light sources may have not emitted light at all if mostly surrounded by complete blocks.
Fixed a bug where Gold Fist damage wasn't showing on block hits and was incorrectly applying area damage type causing reduced damage to blocks
Fixed slow chunk loading, especially on PlayStation 4, when also downloading many new chunks. This should improve the performance of opening portals.
Fixed an issue where Wear was missing from crafting recipes.
Fix for typing "I" in a report opening the inventory.
Fix for pressing TAB in some modal windows opening the character menu.
Fix for "Illegal Protocol Message" error when holstering tools in some cases.
Fix for Gatherer Challenge 1 Objective not completing properly on the final step.